Saiki

In a nutshell

Saiki, the antagonistic leader of Those from the Past, makes his debut in KOF as a playable human character. Saiki is a 'motion-special' counterpart to Ash's charged-based style. His projectile is singular but has amazing speed and his anti-airs are very consistent for dealing with aerial opponents. He has many tools available to him to play a defensive and offensive neutral game, but with one weakness: Saiki's midscreen damage potential is low, though he makes up for it with strong corner combos and specials that greatly push the opponent back and some that switch sides with the opponent.

Desperation Moves

Apprentice Combos

Strategy

Move Analysis

Normal Moves

Standing Light Punch () - A slight toss of the wrist. This attack is a standard anti-hop attack that carries little risk. One of many anti-air attacks in Saiki's repertoire. Just as most do, this Standing Light Punch whiffs upon crouching opponents.

Standing Light Kick () - Although not the fastest or longest light attack, this is a neat low-hitting normal attack to keep note of. This could be used in a middle of a string of attacks or simply be used to catch the opponent off guard if the opponent forgot about Saiki's standing attacks that hit low.

Standing Heavy Punch () - The typical far Standing Heavy Punch attack in the same vein as Ryo's or Terry's. What sets this attack apart from the others is that this attack does actually cancel upon hit or block and hits a variety of crouching characters, unlike King's Standing Heavy Punch for example. Saiki's Standing Heavy Punch may be used as an anti-air attack against incoming hop approaches or be simply used in blockstrings as a frame trap and to pressure.

This move is whiff cancelable, namely into Kiyoki-no-Tsuki ( + ).

Close Heavy Punch (Close ) - Much like Kyo or Iori, this Close Heavy Punch attack is quite fast and functions quite well as a pressure move and as an anti-air. Saiki could freely just run forward and press against an opponent and maintain safety upon block. If the opponent happens to jump or hop, Saiki could anti-air. If the opponent gets hit while on the ground for any reason, Saiki could cancel into a special, though hitconfirming from this attack is nigh impossible.

Standing Heavy Kick () - A far-reaching, forward rolling sobat kick. This is attack does respectable damage for its application as an attack that goes over most low-reaching/low-hitting attacks and punishes or counter-hits most grounded attacks. An opponent's answer to this attack from mid-range primarily is to hop over the Standing Heavy Kick during the start up, but a good Saiki player should be able to anticipate such a counter attempt and be ready to anti-air the opponent with one of Saiki's many anti-air/air-to-air options.

Saiki's forward sobat is much faster than Ash's command sobat kick. This makes it even better in poking and footsie applications, especially since Saiki gets pushed back out on hit or block which allows him to pester a cornered opponent and still be spaced just outside of the corner where he can really hold the spacial advantage and punish many of the opponent's options.

Close Heavy Kick (Close ) - Another fast hitting Close Heavy Kick attack. This attack is slower than Close Heavy Punch and has a shorter activation range, so it's not as good for punishing or even anti-airing. Instead, the emphasis of this attack is in the low-hitting property and being able to frame trap an opponent while still checking the opponent's ability to block low.

If an opponent is caught trying to alternate guard in response to a tick throw attempt, Saiki may blockstring and break an alternate guard with a fast low-hitting Close Heavy Kick from standing. So although Saiki may stand up and even walk or run forward and seem to be going for a throw, Saiki could fake it and continue to pressure.

Crouching Light Punch ( + ) - Another standard Crouching Light Punch attack. One advantage of this attack over Saiki's Crouching Light Kick is that it creates a larger frame advantage which allows him to link into or create a built-in frametrap into Close Heavy Punch. If Saiki wants to continue walking forward to pressure with crouching light attacks to maintain frame advantage, Crouching Light Punch may be used in this situation as it could stifle jump or hop out attempts early.

By linking this attack into Close Heavy Punch, Saiki has an actual hitconfirm into Hiori-no-Kusabi ( + ).

Crouching Light Kick ( + ) - One of many cancelable Crouching Light Kick attacks in the game, this move is quick and hits low. As usual, this move is handy in high/low mix ups and hitconfirming into combos. In conjunction with Standing Light Kick and Close Heavy Kick, these attacks may be used in ways to set up for tick throws with a Desperation Move and make the opponent question whether or not to alternate guard.

Crouching Heavy Punch ( + ) - A great anti-air normal move. Although it may not as fast as Close Heavy Punch, this attack is no slouch either. What this move has over Close Heavy Punch is that Crouching Heavy Punch activates wherever the player is on the screen. Close Heavy Punch has the limitation of only activating when the opponent, obviously, is close. To further note, this attack does have a bit of horizontal coverage so it is just as good to use in blockstrings such as other heavy hitting attacks Saiki has. Other than being cancelable upon block or hit, Crouching Heavy Punch may cancel its early active frames into whatever the player feels like.

In some cases, the opponent may try to anticipate and react to a whiffed Crouching Heavy Punch and run in and punish. Saiki could try to predict this response from the opponent and bait out the opponent's intent and counter by canceling early into a Kiyoki-no-Tsuki ( + ). Just be careful as an opponent could just simply roll and punish Saiki during the recovery of the fireball and punish. Remember, if an opponent rolls on reaction to a simple Crouching Heavy Punch, more likely than not the opponent won't be able to punish Saiki unless the opponent has a command throw.

Crouching Heavy Kick ( + ) - Saiki is blessed with a good and fast sweep that is cancelable. As a standard sweep, this has a pretty moderate range and helps Saiki be able to punish bad anti-air attempts. Upon whiff, hit, or block, Crouching Heavy Kick does cancel and most commonly into Kiyoki-no-Tsuki ( + ) to maintain pressure. If the player is able to set up the opponent well enough, the Saiki player should be able to bait an opponent to try to hop on Saiki's Crouching Heavy Kick to punish the sweep, and then Saiki can land a powerful anti-air.

Upon reaction to a jump or hop, the player could cancel the sweep into a Kiyoki-no-Tsuki ( + ) and possibly anti-air the opponent. Be sure to do this on reaction and not by simply guessing, as his projectile can be unsafe on whiff. Just remember that regardless of hit/block/whiff that canceling from Crouching Heavy Kick moves Saiki forward a tiny bit from his previous position.

Blowback Attack ( + ) - A typical Blowback attack that has a bit of start up but usually has extended active frames and a decent hitbox. Just like Saiki's Crouching Heavy Kick, canceling from a Blowback Attack moves Saiki forward from his previous positioning. Since the cancel window is during the active frames, this attack is too slow to be an effective kara-cancel without being too obvious that Saiki is going to commit to an action.

Jumping Light Punch (Air ) - Akin to Kyo's Jumping Light Kick, this is Saiki's answer to the call. Deceptively, Jumping Light Punch has a relatively fast and vertical hitbox that controls the space below it very well. Overall, this is Saiki's main jump-in/hop-in attack up close. Although it might have some application as an air-to-air due to the speed of the attack, it is hindered by small horizontal hitbox and would be used as an air-to-air mainly in situations where Saiki could overlap the opponent close in the air. In most opportunities, Saiki should be avoiding such situations and be able to space the opponent from appropriate ranges with Jumping Light Kick, Jumping Heavy Punch, or with many of Saiki's grounded, anti-air attacks.

Saiki's Jumping Light Punch can function as a cross up, though Jumping Heavy Kick is much easier to set up to cross the opponent up.

Jumping Light Punch is the only aerial normal that hits high and can be canceled into In or Hatsu ( air / + ). Unfortunately, Saiki must commit for jump in order to make this attack cancelable into his aerial command normals, so attempting his aerial chain starters leaves him much more susceptible to anti-airs.

Jumping Light Kick (Air ) - In the essence of Iori's Jumping Light Kick, Saiki's Jumping Light Kick also covers a great deal of the horizontal field. So, this attack is great for Saiki trying to limit the opponent's approach as well as checking the opponent's movement towards Saiki as Saiki tries to get in. Saiki has to be careful and not use this move recklessly, as an opponent may gain the positioning under Saiki and anti-air with a Crouching Light Kick into a combo as there is no trip guard in the game.

If Saiki is able angle this air-to-air attack properly (such as Saiki hops and air-to-airs a full or super jump attempt, then Saiki would usually be able to run under a hit reset opponent and meaty from behind the opponent as a mix-up.

Jumping Heavy Punch (Air ) - Another of Saiki's air-to-air attacks. While Jumping Light Kick covers the space right beside Saiki, Jumping Heavy Punch covers that blind spot right above the space Jumping Light Kick controls. Although this attack might not be used as prolificly as Jumping Light Kick or Jumping Heavy Kick in regards to horizontal movement, this attack does have its functions and moments. As does Jumping Light Kick, this attack could also air-to-air at a certain angle in which Saiki could follow up by running underneath the opponent for a mix-up.

Jumping Heavy Kick (Air ) - Saiki's other main jump-in/hop-in attack. Although it looks like this attack is similar to Ks Jumping Heavy Kick with an arcing kick, Saiki's attack is only active as it reaches below hiss body. So in comparison, Saiki's Jumping Heavy Kick doesn't have the same air-to-air functions above and beside the character unlike K' although Saiki's attack looks like it would. In the end, it doesn't change the fact that hits attack is still relatively quick and has quite the deep vertical hitbox from a far.

When properly spaced, Saiki could just do a neutral hop and perform and early Jumping Heavy Kick to pressure an opponent with an overhead attack from a safer distance and it'll be hard for the opponent to respond with an anti-air attack most of the time. If spaced even better, Saiki could confirm a hit from a Jumping Heavy Kick and combo with the tip of Crouching Light Kick and combo further to knockdown the oponent. Along with Jumping Light Punch, Saiki has a few but very capable tools for jumping and hopping in and maintain offensive pressure and momentum.

Jumping Blowback Attack (Air + ) - Although mainly used as an anti-air, this Jumping Blowback Attack is quite comparable to Iori's Jumping Blowback attack not only in animation but in application as an aerial frame trap. If an opponent suspects Saiki to jump and tries to anti-air with a grounded normal attack, Saiki could hop and do an early Jumping Blowback attack and use the edge of the hitbox to beat out slower anti-air attacks or standing light attacks.

Becomes cancelable into either of Saiki's aerial sobat kicks when executed from a jump.

Unique Attacks

Both of Saiki's command normals can only be canceled into when performing a jump or super jump, at which point his Jumping Light Punch and Jumping Blowback Attack can cancel into either move.

Both sobat kicks can be blocked crouching and Saiki must time a sobat very late in order to hit a crouching opponent, so be aware of tripguard punishes when using this move more liberally.

In (Air + ) - Saiki's forward aerial sobat kick. This propels him forward and can be done from any jump arc at any height. Unlike Hatsu ( air + ), In causes a soft knockdown state against an aerial opponent which limits all further combo options for Saiki.

Despite this move being limited for aerial combos, it's the better choice for canceling into from a full jumping Light Punch. The added forward movement keeps Saiki closer in on the opponent which makes it possible to land a Close Heavy Punch upon landing.

Gives Saiki more aerial mobility for baiting the opponent. For instance, Saiki can hop hop backwards and jut forward with this kick which could hit a running opponent.

Hatsu (Air + ) - The combo-friendly reverse sobat. Keeps the opponent in a juggle state which lets Saiki go wild in the corner.

Like the forward version, Saiki players can set up tricks with his option to alter his trajectory. Saiki could jump forward to bait a reversal or punishable anti-air and veer backward to stay outside the active range of the opponent's attack, and then punish its whiff.

Throw

Sha ( or + or [While Close]) - Saiki slaps the opponent away with a Close Heavy Punch. Unfortunately, Saiki's normal throw causes a soft knockdown and does not allow him to safely meaty the opponent with a jumping attack or even land a true meaty projectile. Pretty basic throw for punishing rolls or keeping the opponent honest, though Saiki's followup options midscreen are more suited for reestablishing space to work with to control the neutral game.

Special Moves

Kiyoki-no-Tsuki ( + ) - Shady projectile attack.

- Send out a mid-height fullscreen projectile. Though Saiki only has one speed for his projectile attack, it moves fast and has light enough recovery to slowly win in projectile wars or to pound a cornered opponent with projectiles from a close-mid range. This move can be incorporated into juggle combos, though the projectile wont combo directly from Light attacks.

While a good moce for pressure and controlling space, Saiki is susceptible to many counters. Certain attacks can maneuver underneath the non-grounded dark mass, others are projectile-invulnerable or reflectors. An even simpler method the opponent will likely try is to jump over the attack, but by waiting and baiting a jump the player can anti-air the opponent with any of Saiki's fantastic anti-airs.

Saiki doesn't have an EX projectile, so while he can win most projectile fights the opponent may be able to reverse the situation with an EX of their own.

- Places a projectile above Saiki's head for a very short time. The attack's hitbox is too high to ever hit a standing opponent, so it's main application is as a 'psychic' anti-air or as a combo tool. Saiki can't consistently score a followup by anti-airing with this move midscreen, though this changes in the corner. Since this is very risky if whiffed up close, it's not the best anti-air option.

Kiyoki-no-Tsuki ( + + ) - An interesting EX move that sends out short horizontal cloud followed by a more vertical one, both of which stay in close proximity to Saiki before quickly fading away. This will launch an opponent on hit and combos from Light attacks, so it's an easy way to confirm into a corner combo at the cost of one bar. Midscreen followup options are scarce, though the hitbox can nullify other EX projectiles.

Hanetsurube-no-Nata ( + ) - Forward-somersaulting kick that works as a solid anti-air and knockdown tool. The ligher kick comes out quicker and launches the opponent high on the first hit which improves its use in Drive Cancel combos. The slower heavy alternative is invulnerable on startup and can be continued into the teleport followup. The stonger version is less likely to trade if it comes out before the opponent lands, though reacting in time to land the lighter anti-air is much easier.

Hanetsurube-no-Nata ( + + ) - Invulnerable and as fast as the weak 'flash kick'. Has a fancier followup finish, but the opponent must be close to Saiki during the first hit in order for the followup to trigger, so Washiba Otoshi ( + ) is a much better anti-air from further distances.

Kasahazushi-no-Tsuchi ( or Hanetsurube-no-Nata, then hold or ) - Stylish DP followup that tacks on more damage, at the cost of changes sides with the opponent. Avoid sending the opponent away from the corner and sacrificing any spacial advantage as the damage isn't worth it. However, if the opponent is backed into the corner then the followup will keep them cornered, so go for it.

Super-cancelable as soon as Saiki teleports up, before the final kick.

Hiori-no-Kusabi ( + ) - The version combos from Light attacks and pushes the opponent back halfway across the screen, though it can be Drive Canceled to start a corner combo from a light hitconfirm series. The kick can only combo from Heavy attacks and is harder to confirm into, though Saiki can hold down a button afterward to cancel his recovery and teleport into a followup. His teleport options are identical to his Shichiri-Gake ( + or ) move, so players can choose whichever followup leads into bigger damage from Saiki's current spacing. Both versions are negative on block, with the strong version being much more unsafe if blocked.

Hiori-no-Kusabi ( + + ) - Causes a wallbounce on hit and can be canceled into a teleport on hit. Much like Saiki's version of this special in terms of startup and recovery, though with more pushback on block.

Ura Shichiri ( or Hiori-no-Kusabi, then hold or ) - Each button held down corresponds to each Shichiri-Gake version. Generally, either the or versions allow Saiki to continue with a combo midscreen, while the vertical teleport works in the corner.

Shichiri-Gake ( + or ) - Saiki has four different command teleports, though the combined startup and recovery time limit the effectiveness of this special when not canceled into from Hiori-no-Kusabi kick:

- Moves Saiki just slightly backwards, roughtly one character length.

- Travels forward about 1/4 of the screen.

- Travels forward further; 1/2 of the screen.

- Sends Saiki directly upward around jump height.

If Saiki gets hit during the teleport recovery he'll get counter hit, which makes a raw teleport even more unsafe if reacted to.

Desperation Moves

Washiba Otoshi ( + ) - A DM version of Hanetsurube-no-Nata that has a super-fast startup speed, plenty of startup invuln, and if Saiki touches the opponent he'll trigger a anime ranbu (unlike with + + which often drops its followup). Impossible to safejump, though baitable with an empty hop or jump. Saiki will switch sides with the opponent on hit, so while this works as a damaging combo finisher it may toss the enemy out of the corner where Saiki is most threatening.

Yami Otoshi (Air + ) - The startup pops Saiki up just slightly before he comes diving straight down. This is somewhat difficult to combo into in comparison to Washiba Otoshi though it doesn't exchange sides with the opponent. While Saiki's enjoying himself by curb stomping the opponent, the HD Mode timer will freeze which makes it much easier to MAX Cancel this DM from a longer HD combo. Saiki will bounce off the opponent on block, leaving him open to punishment.

Though unsafe, the attack's hitbox and startup invuln allow it to cleanly beat DPs and anti-air attempts.

Tokoyami-no-Fune ( + ) -A multi-hitting projectile DM that's similar to Ash's. Saiki's fireball DM has a slow startup, but once the attack is summoned and active it quickly moves halfway across the screen before slowing down as it travels the remaining third of the screen. Hits multiple times but doesn't cause a knockdown, but rather sucks the opponent in until it dissipates. This DM can be used to aim toward creating a checkmate situation or bait the opponent into making a mistake while it controls the screen. Note, the attack doesn't fully cross the screen and therefore the opponent can sit on the other side of the screen to avoid it.

Projectile reflectors and deflectors can negate this attack.

Kyoryuu-no-Ori ( + ) - A Storm Bringer-style command grab that sucks the opponent's health and returns around 5% to Saiki. The grab's reach isn't too far and so Saiki can only combo into this by quickly canceling a normal into the DM. Still, having a one-frame grab allows Saiki to punish a greater range of moves and increases his offensive mixups from an empty hop or tick throw.

Kyoryuu-no-Ori ( + + ) - A much improved reach allows Saiki to combo into it by chaining two light attacks or by linking off of a Light hit, or punish in more situations. Returns about 10% life.

Kasumi ( + + ) - Saiki transforms into his crimson boss form and oversaturates the screen with dark energy. This Neo Max isn't very fast, though it can function as a fullscreen punish and Saiki is fully invulnerable until he transforms back to normal. Great combo finisher, and if the opponent is hit while high in the air the player can link Washiba Otoshi afterward.

Tips and Tricks

Combos

All of Saiki's combo can be started with a an additional cr.B or with a jump-in of choice, including j.A j.6B.

0% Drive

0 Bar

cr.B cr.B xx dp+D - (134, 17)

Causes a soft knockdown that leaves a mid-distance between both players. dp+D could be continued into the followup, though it's more advantageous to push the opponent toward the corner.

cr.B cr.B xx qcb+B - (112, 10)

Pushes the opponent out further than dp+K. Good for establishing more space to zone or work with.

cl.C xx qcb+D > [C], dp+B - (190, 15)

Saiki's most damaging meterless combo. Note that Saiki may appear on either side of the opponent depending on spacing; thus the player could try to go for a hit reset instead of the dp+B finisher.

[corner] counterhit j.CD, qcf+A, dp+D [D] - (267, 28)

Easy, consistent j.CD counterhit combo that keeps the opponent in the corner.

1 Bar

cr.B cr.B xx qcf qcf+K - (253, 6)

Easy hitconfirm into DM. Mostly saved for midscreen as Saiki can use meter more efficiently in the corner.

cl.C xx qcb+D > [C], qcf qcf+K - (322, 11)

An improved midscreen punish.

cl.C xx qcb+BD > [B], qcb+D > [C], dp+B - (297, 15)

Deals less damage, but corner carries. Sometimes [B] must be substituted for [A].

[corner] cr.B cr.B qcf+AC, qcb+D [D], j.4B, dp+D [D] - (339, 30)

Basically, always go for qcf+AC over qcf,qcf+K against a cornered opponent.